Understand how to create motion clips in Maya 2017’s new Time Editor. This video shows how to take keyframe motion on the Maya timeline and import it as a clip into the Time Editor. George shows how to do this immediately on starting the Time Editor as well as through menu options. He shows the various ways to import clips.
- [Voiceover] Now let's take a look at how to actually create motion clips. Now I have a scene here that has two pieces of motion. We have a red and a blue airplane, that are both moving. Now we also have a green airplane, but that's not moving at the moment, and we'll get to that a little bit later, so I'm gonna actually go over to my channel box, and locate the green plane layer, and just make that invisible. Now we've got these two pieces of motion, and if we click on one or the other, you'll notice that we actually do have keyframes in the timeline for each.
These are traditionally keyframes. Now if we want to bring these into the time editor, we can, just by selecting them. The first time we go into the time editor, we can actually just import that data, so if we go into animation editors, time editor, it will give us this option. It'll say, do we want to import content from an external file? Do we want to add selected content from the scene? Or, do we want to drag and drop files? Now this will only show up if you don't have any motion clips in the time editor, and we currently don't.
Now I have the red airplane selected, so I'm just gonna go ahead and do add selected content. When I do, it creates an animation clip. Now if I reposition my screen, you can see how this animation clip basically just follows what the airplane did before. Now, I can move that animation clip so that it starts later in the process, or do any other number of operations to it, so I can actually manipulate that clip.
What's happened though is that it's taken the animation out of the timeline, and actually placed it in the clip, so the clip is actually a container for that animation. If I click on the other object, the blue plane, you'll see that the keyframes are still in the timeline, and if I click on the red plane, you'll see that it doesn't have the keyframes, but if I click on this animation clip one, you'll see that I have these kind of ghost keyframes in the timeline. They're not fully red, but you can see them, and if I move them around, you can see how they shift on that timeline.
Now if I want to add more clips into the timeline, I could do that simply by selecting another object, in this case the blue plane, and I can go into File, add animation from scene selection, and this will do the exact same thing we did when we just clicked on Add Selected Content. This is kind of the more normal way of doing this. I'm gonna go ahead and Add Animation from Scene Selection and I'm gonna select Options here. The options for this are, the clip name.
Let's go ahead and give this a more descriptive name. I'm gonna call this blue plane, and then do we want to move the animation to the time editor from the scene? Yes we do, and that's what we did with the red plane. Now we have another option here which is duplicate the animation, so that way, it will actually put it into the clip, but leave the keyframes on the timeline. Then you can also create an animation source only which is just basically a blank container for future animation. Now the next roll-out is attributes to be added.
Now we're adding the keyed attributes, so in this case, that would be 10 attributes, it's position, rotate, and scale, times X, Y and Z, that's nine, plus visibility, so that's 10. Now if we want to, we can also add in all static attributes connected to that object. Now notice how this number goes way up to 7,948. That's a lot of animation data, and we don't want to do that, so make sure you be careful about clicking on that static button, because it can bring in a lot of data that Maya has to deal with.
Then we can also bring in constrained attributes, so these are things like expressions and custom networks, set driven keys, those sorts of things. Then if we have a hierarchy selection, do we want to include the entire hierarchy? Then, if we were working with Human IK, do we want the complete Human IK rig? Then, just animation time, do we want to set the animation at the original time? This just leaves the keyframes in place. I'm gonna go ahead and just do an Apply and Close, and then we get another curve.
Now notice how it's taken the animation out of the timeline here, and it's placed it here. Now this one here is named Blue Plane 1, and let's go ahead and rename this first clip. I'm gonna go ahead and right-click over it, and we can do a Rename Clip, and I'm just gonna call this Red_plane. Now we have two clips, and if we go into our Outliner, you can see that these clips are right here at the bottom. If we scroll down, we'll see a time editor entry here, and then under sources, we have two clips here.
One is animation clip one which is the original, and now when it's actually on the timeline, the name can be different. One of the things we can do is double-click on this and rename it if we wanted as well, so we can call this Red Plane as well, so we now have a red plane and a blue plane animation source, and we have these on the timeline as well, so if we wanted to, we can manipulate them. To bring motion clips into the time editor, you can bring them in from a blank screen, just by doing Add Content, or we can do File, Add Animation.
- Creating motion clips
- Remapping and manipulating animation with motion clips
- Editing clips in the Time Editor
- Creating motion clips from character animation
- Moving motion data between characters